http://arsvirtuafoundation.org/research/2009/03/01/_social-tesseracting_-part-1/
_Social Tesseracting_: Part 1
Posted March 1st, 2009 by mez breeze
Dimensionality
is a concept that attempts to define reality through scientific
framing. Dimensionality refers to the theoretical construction and
quantification of fundaments. These fundaments, or dimensions, act to
define the “…parameterization of the conceptual or visual complexity of
any geometric object. In fact, the concept can even be applied to
abstract objects which cannot be directly visualized. For example, the
notion of time can be considered as one-dimensional, since it can be
thought of as consisting of only “now,” “before” and “after.” Since
“before” and “after,” regardless of how far back or how far into the
future they are, are extensions, time is like a line, a one-dimensional
object.” [
http://mathworld.wolfram.com/Dimension.html]
Just as the idea of dimensions can be applied to non-concrete
elements in order to frame theoretical states, the principle can expand
to encompass aspects of emergent social actions. These actions are
evident in shifting social dimensions/states. These states
[collectively termed "Social Tesseractions"] emerge from certain
communication patterns displayed through synthetic interactions. If
you’re a user of augmented technology in multiple forms [think:
MMO/Mobile gaming, iPhone or Android apps and social networking sites]
you will inevitably become part of engagement procedures that promote a
type of “social froth”. This froth manifests via electronic gesturing.
These gestures are created through:
1. Geophysically static connections (such as using Facebook, World of Warcraft or Tweetree via your desktop PC)
2. Active mobile/wireless connections (such as the wealth of geolocative software for mobile devices or social games).
The important factor for both connection modes are the resultant
patterns a user creates through social inscriptions/gestures. These
gestures create complex interpersonal streams that provoke additional
connections and accompanying interactions. Sending remote tweets is
considered an example of a synthetic interaction [via electronic
gesturing]. As this incremental data melds with other user-streams and
crossmodal platforms, aggregative patterns emerge. These combined
patterns may be considered as a parameter space blueprint that produce,
and are in turn produced by, synthaptic communication tides. Examples
of such variables include information traffic patterns or “hot” social
tracts [when certain users are active according to time zone
variations].
Social Tesseractions assist in shaping contemporary notions related
to Sociorelational information. Just as raw geophysical encounters
evoke varying psychological and communicative responses [think:
Communication Accommodation Theory], Tesseracting engenders similarly
relevant synthetic loadings. In attempting to establish a conceptual
structure surrounding Social Tesseractions, contemporary theorists
display a pervasive tendency to shrink all synthetic interactions to a
geophysical/biological endpoint. In order to establish whether
Tesseraction can be considered a tangible phenomena, this assumed
standard of endpoint interaction should shift from a reductionist
angling towards more appropriate markers. These markers will be
discussed in _Social Tesseracting: Part 2_.
--
>Reality Engineer>
<Synthetic Ecology Consultant<
>Soc_Net Savant>
<Game[r +] Theorist<
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